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Thread: Guppy Server

  1. #3316
    Guppycurian Forum Whore Guppycur's Avatar
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    Alexsanderr has been working hard on orc prefabs, and I gotta say... Wow.

    Last edited by Guppycur; 03-26-2018 at 05:34 AM.

  2. #3317
    Guppycurian Forum Whore Guppycur's Avatar
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    Needed some Garage Door replacements.

    Orc, Human, Dwarf versions.


  3. #3318
    Guppycurian Forum Whore Guppycur's Avatar
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    So, it's been a while since I've updated this thread, but here goes:

    Entities are in. I'm done adding new ones. Blocks, too, unless I come across something /really/ cool.

    We're using Mort's spawner block in lieu of the sleeper system. It's better, frankly (has more control) and can accommodate custom entities.

    Prefabs are almost done; a few new people have joined and are putting a few things in, but we have most of them made.

    Biomes are almost finished; I made a haunted forest, stomp did the human and orc lands, and we'll probably work on the crystal biome together. We're not using the Random World Generation feature to generate the biomes; they are hard coded in, so that although RWG will produce different LANDSCAPE results, Orc Lands will always be to the north, the Haunted Forest to the south, etc. This allows us to customize spawn points, and creates a better and more consistent world.

    Loot is being worked on as we speak.

    Recipes are done. You won't be able to craft every item in the game, just the basic ones, and they will be gated behind easy to obtain workstations and maybe a few books. We want you exploring, not sitting in one spot.

    Quests are still being worked on. This is the one area that almost made us hold off until A17 to release the mod, because we really wanted a quest driven campaign.

    Blight works. Still needs the entities to spread it, but it's nasty, and you will want to prevent its spread.

    Horses can be ridden. That's just cool.

    I gave up on LoD meshes, so I'm just going to make sure there aren't any orc structures close enough to one another to affect performance. My game rig took a HUGE hit when surrounded by orc structures, because there are far too many tri's in the bones/skulls.

    Sounds are traded out. Half of the creatures have their own sound sets, the other half shares a random sound set.

    Still need to work on traders and what they sell.

  4. #3319
    Colony Founder StompyNZ's Avatar
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    Preview for build 1


  5. #3320
    Guppycurian Forum Whore Guppycur's Avatar
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    Sweet... getting closer! =)

    ...I replaced the goblins already, btw. ;-)

  6. #3321
    Guppycurian Forum Whore Guppycur's Avatar
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  7. #3322
    Reconstructionist Darkstardragon's Avatar
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    lookin good guys, i plan on getting it running today, gotta see it for myself

  8. #3323
    Guppycurian Forum Whore Guppycur's Avatar
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    LOD's working, hope to get orc biome fps under control with these changes. =)

  9. #3324
    Guppycurian Forum Whore Guppycur's Avatar
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    First look at the new UI.

    Dust2Death has done it again...


  10. #3325
    Hood Ornament Gamida's Avatar
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    Quote Originally Posted by Guppycur View Post
    First look at the new UI.

    Dust2Death has done it again...

    Nice.

    Haven't seen Dust for a while....use to comfort me seeing him on in case my router turned on me again...

    Also waiting for the words "Do you want to play a game?" from you...

  11. #3326
    Guppycurian Forum Whore Guppycur's Avatar
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    Well, you can always drop by, and it's coming together more quickly now, so soon(tm).

  12. #3327
    Guppycurian Forum Whore Guppycur's Avatar
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    Getting closer... will likely make a call out for testers next week.

  13. #3328
    Guppycurian Forum Whore Guppycur's Avatar
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    Getting really close. Loot is almost done, spawning works like I want it to, so just a few more prefabs, a bit more code, traders, then done.

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